Abstract:

This invention discloses collectible game pieces used as random outcome
generators and designed in the form of miniature figurines that are cast
onto a playing surface to land in one of multiple stable orientations for
various embodiments of games of chance and strategy. Also disclosed is a
novel game and method of game play utilizing the collectible game pieces.

Claims:

1. A collectable game piece comprising a generally figurine-shaped playing
piece adapted to land in any one of a plurality of stable orientations
when cast onto a flat playing surface wherein each stable orientation
represents a different game play value and a probability outcome of
landing in any one of the plurality of stable orientations is unequal.

2. The collectible game piece of claim 1, wherein the collectible game
piece comprises an omnidirectional rollable random outcome generator that
approximates a sphere having a geometry such that a substantial number of
outer points lie on a surface of the sphere.

3. The collectible game piece of claim 1, wherein each of the stable
orientations comprise from one to four contact points between the game
piece and the flat playing surface when the collectible game piece is
cast and comes to a landing.

4. The collectable game piece of claim 1, wherein the figurine comprises a
three-dimensional game piece having the general form of a character
selected from the group consisting of an animal, a human, a humanoid type
character, a fictitious character, a mythical character, a comic book
character, a martial arts character, a science fiction character, a
historical based character, a political character, an entertainment
celebrity and a sports celebrity.

5. The collectible game piece of claim 1, wherein the game piece is formed
of an elastomer.

6. The collectible game piece of claim 5, wherein the elastomer is a
thermoplastic polyolefin elastomer.

7. The collectible game piece according to claim 6, wherein the elastomer
has a Shore A Hardness reading range of from 30 to 45 when measured by a
durometer.

8. A random outcome generator system comprising a game piece component and
a reference source component wherein:the game piece component comprises a
standard die or a collectible game piece of claim 1,the game piece
component produces a random outcome when cast onto a flat playing
surface,the reference source component has data concerning the plurality
of stable positions and game play values and is selected from the group
consisting of a set of game rules, a reference card, a game (trading)
card and a website,the reference source component is randomly selected,
andthe reference source component operates in conjunction with the game
piece component according to a set of game rules to generate a random
outcome game value.

9. A random outcome generator game piece in the form of a three
dimensional figurine having a central body core with a plurality of
appendages and having uneven probabilities for a roll when cast onto a
flat playing surface.

10. The random outcome generator game piece of claim 9, wherein the
figurine is adapted to land in any one of a plurality of stable
orientations when cast onto a playing surface wherein each stable
orientation represents a different game play value.

11. The random outcome generator game piece of claim 9, wherein the
figurine comprises a transverse plane and a sagittal plane and wherein a
center of mass of the figurine lies along the sagittal plane such that
the figurine is equally balanced on opposite sides of the transverse
plane and the sagittal plane respectively.

12. The random outcome generator game piece of claim 9, wherein at least
one of the appendages is adapted to receive a game piece accessory thus
making a probability outcome of the random outcome generator game piece
variable.

13. The random outcome generator game piece of claim 12, wherein the game
piece accessory in combination with the appendage changes the center of
mass of the random outcome generator game piece such that a probability
of the game piece landing in one stable orientation is increased when the
game piece is cast onto the playing surface.

14. The random outcome generator game piece of claim 9, wherein at least
one of the appendages is selectively positionable into at least two
discrete positions thus making a probability outcome of the random
outcome generator game piece variable.

15. The random outcome generator game piece of claim 14, wherein the
appendage may be positioned such that the center of mass of the random
outcome generator game piece is changed thereby causing the probability
of the game piece landing in one stable orientation to increase when the
game piece is cast onto the playing surface.

16. The random outcome generator game piece of claim 9, wherein the
figurine comprises a top, a bottom, a back and a front thereof, a left
side and a right side thereof, and wherein a height from the top to the
bottom of the figurine along the sagittal plane is from 10 to 30
millimeters, a width along the transverse plane from the left to the
right side of the figurine is from 7 to 17 millimeters, and a depth from
the back to the front of the figurine is from 5 to 20 millimeters and a
ratio of the height to the width is 5:3.

17. A game of chance, comprising game components for each player
consisting of a set of game rules, at least one collectible game piece of
claim 1 and a plurality of mating game cards, whereineach collectible
game piece has a plurality of stable orientations wherein each stable
orientation represents a different game play value and a probability
outcome of landing in any one of the plurality of stable orientations is
unequal,each collectible game piece produces a random outcome when cast
onto a flat playing surface, andthe game play value represents a
simulated interaction of the collectible game pieces according to the set
of game rules,and wherein the game of chance is played according to the
set of game rules providing that the collectible game pieces are cast
onto a flat playing surface such that the game pieces come to rest in any
one of the plurality of stable orientations, thereby obtaining a roll
value, wherein the mating game cards modify the roll value when the game
cards are put into play, and at least one mating game card is put into
play by placing it onto the flat playing surface to modify the game play
value for the roll such that the card play into play in combination with
the collectible game piece roll overcomes the unequal probabilities of
the game piece roll.

18. The game of chance of claim 17 wherein the at least one collectible
game piece of claim 1 comprises a plurality of game pieces having an
elasticity measuring a Shore A Hardness reading range of from 30 to 45
when measured by a durometer and each game piece of the plurality of game
pieces comprises a game character having a unique three dimensional
shape, a unique stance, a plurality of unique extremities, a plurality of
unique touch points, and a plurality of unique stable orientations, and
each game character further has a rarity index created by a combination
of the set of game rules and distribution of a predetermined number of
the game character thus creating collectability of the collectible game
pieces.

19. A method for playing a game, comprising the steps of:obtaining at
least one collectible game piece of claim 1 for each player, a plurality
of cards for each player, and a flat playing surface, wherein the cards
comprise collectible game cards that correspond to the collectible game
piece;designating an active player and at least one opposing
player;performing a draw round wherein the active player draws a
predetermined number of cards from the top of his deck and places the
cards in his hand and the at least one opposing player draws a
predetermined number of cards from the top of his deck and places the
cards in his hand;performing a ready round wherein the active player
selects a predetermined number of cards from his hand and places the
cards onto the flat playing surface and the at least one opposing player
selects a predetermined number of cards from his hand and places the
cards onto the flat playing surface;performing a challenge round wherein
the active player and the at least one opposing player cast a collectible
game piece onto the flat playing surface and play select cards of
choice;performing a resolution round wherein the active player and the at
least one opposing player will determine the results;determining whether
a victory condition has been satisfied and if yes, then the game is
ended, and if not play continues to the next step;performing a player
status change wherein one of the at least one opposing player becomes the
active player; andrepeating the draw round, ready round, challenge round
and resolution round until the active player has achieved a victory
condition.

20. A method of playing a game comprising the steps of:a. providing game
components for each player consisting of at least one collectible game
piece of claim 1 and a plurality of mating game cards, wherein each
collectible game piece produces a random outcome when cast onto a flat
playing surface, and the game play value represents a simulated
interaction of the collectible game pieces according to a set of game
rules,b. casting the collectible game pieces onto a flat playing surface
such that the game pieces come to rest in any one of the plurality of
stable orientations, thereby obtaining a game play value for a roll,c.
putting at least one of the mating game cards into play by placing it on
the flat playing surface and modifying the game play value for the roll,
andd. determining whether a victory condition has been satisfied and if
yes, then the game is ended, and if not, play continues by repeating the
casting the collectible game pieces step and the putting mating game
cards into play step until a victory condition has been satisfied.

21. The method of playing a game of claim 20, wherein the flat playing
surface comprises a mating game mat.

22. The method of playing a game of claim 21, wherein the mating game mat
has a plurality of game play modifying locations thereon such that when a
collectible game piece is cast onto the mating game mat, it comes to rest
at one of the plurality of game play modifying locations and modifies the
game play value of the collectible game piece.

23. A method of playing a game comprising the steps of:a. providing game
components for each player consisting of at least one collectible game
piece of claim 1 and a plurality of mating game cards, wherein each
collectible game piece produces a random outcome when cast onto a flat
playing surface, and the game play value represents a simulated
interaction of the collectible game pieces according to a set of game
rules, and wherein the mating game cards have indicia representing the
plurality of stable positions of the collectible game pieces and game
play values of the collectible game piece,b. casting the collectible game
pieces onto a flat playing surface such that the game pieces come to rest
in any one of the plurality of stable orientations, thereby obtaining a
game play value for a roll,c. referencing the mating game cards to
determine the play value of the roll,d. determining whether a victory
condition has been satisfied and if yes, then the game is ended, and if
not, play continues by repeating the casting the collectible game pieces
step and the referencing mating game cards step until a victory condition
has been satisfied.

24. A rollable game piece comprising a random outcome generator having a
visual aspect that is generally figurine-shaped, and constructed having a
plurality of stable unique static orientations;a rolling probability
associated with each of the plurality of stable unique static
orientations that is determined by a geometry and a center of gravity of
the rollable game piece; andthe geometry and the center of gravity are
selected such that a predetermined probability is associated with each of
the plurality of stable unique static orientations corresponding to a
posture of the figure.

25. The rollable game piece of claim 24 wherein the rollable game piece is
adapted to receive a unique static state blocking game piece accessory
such that when a unique static state blocking game piece accessory is
removably affixed to the rollable game piece, at least one roll
possibility is physically blocked, thus making a probability outcome of
the random outcome generator game piece variable.

[0002]The present invention relates to games of chance and strategy using
collectible game pieces used as random outcome generators and designed in
the form of miniature figurines that are cast onto a playing surface to
randomly land in one of multiple stable orientations.

BACKGROUND OF THE INVENTION

[0003]In 1993, MAGIC: THE GATHERING R burst onto the game scene and
essentially created a new category of game: the collectible card game
(CCG). Today, MAGIC is still going strong and collectible games now come
in many forms. The attraction for collectible games found its appeal by
combining strategic game play, personal customization and collectability.
On the heels of the huge success of collectible card games, Collectible
Miniatures Games (CMG) were introduced in 1999 with perhaps the most
popular and well-known CMG being HEROCLIX R. From these two niches, other
collectible games were created and became successful in their own right
including Constructible Strategy Games (CSG) and Collectible Throwing
Games (CTG).

[0004]Although the games mentioned launched the collectibles industry,
innovation is needed and will be welcomed in order to expand the
industry. For CMG's, existing miniatures are made of a rigid material and
are affixed to a platform that track game play statistics. The miniatures
are closer in form to a miniature collectible statue and less like a toy.
Other games have placed a miniature figure inside of a transparent
polyhedron to mimic the outcome of a dice; however, these games lose the
game toy aspect. The same can be said for Collectible Card Games in that
they are a collection of cards with great art work but lack the
unpredictable nature and playfulness that a toy captures.

[0005]Presently, there are no collectible gaming platforms that have
replaced the use of dice with a unique random outcome generator that
takes the form and function of a toy figurine with multiple stable
orientations, wherein the figurines when combined with a playing surface
designed for the game, allows two or more people to engage in a novel
method of play and game of chance and strategy.

SUMMARY OF THE INVENTION

[0006]In accordance with this invention, there is provided a game of
chance including a plurality of collectible game pieces, a game mat, a
plurality of collectible cards and associated rules. The game pieces are
in the form of the novel collectible game piece, a random outcome
generator, of this invention. Players take turns by casting the game
pieces onto the playing surface, preferably the game mat.

[0007]In accordance with this invention, there is also provided an
improved random outcome generator for games of chance that overcomes the
limitations of the prior art by using unique and previously unknown
collectible game pieces comprising three dimensional figurines with
distinctive stances, sizes and stable orientations. The collectible game
pieces are made with a material having a specific elasticity which allows
the collectible game piece to rest in one of several multiple stable
orientations when tossed onto a flat surface. The probability outcome of
a collectible game piece is modified by removably affixing a game piece
accessory, such as a weapon, to an appendage (e.g., a hand or paw) that
has been bored out to create a hole for receiving a weapon (e.g., staff,
sword, and the like) in the hand or paw. The game play value of a
collectible game piece roll is modified by a game mat and/or a plurality
of collectible cards and associated rules.

[0008]In accordance with this invention, there is further provided a
unique and previously unknown method of play comprising the steps of:
Step 1 of obtaining one or more random outcome generator game pieces for
each player, a plurality of cards for each player, and a flat playing
surface; Step 2 of designating an active player and at least one opposing
player; Step 3 of performing a draw round wherein the active player draws
a predetermined number of cards from the top of his deck and places the
cards in his hand and the at least one opposing player draws a
predetermined number of cards from the top of his deck and places the
cards in his hand; Step 4 of performing a ready round wherein the active
player selects a predetermined number of cards from his hand and places
the cards onto the flat playing surface and the at least one opposing
player selects a predetermined number of cards from his hand and places
the cards onto the flat playing surface; Step 5 of performing a challenge
round wherein the active player and the at least one opposing player
casts one or more game pieces onto the flat playing surface and play
select cards of choice; Step 6 of performing a resolution round wherein
the active player and the at least one opposing player will determine the
results; Step 7 of determining whether a victory condition has been
satisfied and if yes, then the game is ended, and if not play continues
to the next step; Step 8 (Where a victory condition has not been
satisfied) of performing a player status change wherein one of the at
least one opposing player becomes the active player; and Step 9 of
repeating steps 3-7 until a player has achieved victory conditions.

[0009]The method, game of chance and collectible game pieces of this
invention may be applied to any type of theme or genre including, but not
limited to, historical, comic book, science fiction, mythical, political,
sports, entertainment, martial arts, war or battle related themes or
genres. The advantages of the present invention will be understood more
readily after a consideration of the drawings and the detailed
description.

[0010]It is an object of this invention to provide a unique random outcome
generator that takes the form and function of a toy figurine and
collectible game piece with multiple stable orientations.

[0011]It is a further object of the present invention to provide a novel
method of play that incorporates games of chance, collectible game cards
and collectible game pieces.

[0012]It is a further object of the present invention to provide a novel
game of chance incorporates random outcome generators, collectible game
cards, a game board or mat and associated rules.

[0013]Whereas there may be many embodiments of the present invention, each
embodiment may meet one or more of the foregoing recited objects in any
combination. It is not intended that each embodiment will necessarily
meet each objective.

[0014]Thus, having broadly outlined the more important features of the
present invention in order that the detailed description thereof may be
better understood, and that the present contribution to the art may be
better appreciated, there are, of course, additional features of the
present invention that will be described herein and will form a part of
the subject matter of the claims appended to this specification. In this
respect, before explaining at least one embodiment of the invention in
detail, it is to be understood that the invention is not limited in its
application to the details of construction and the arrangements of the
components set forth in the following description or illustrated in the
drawings. The present invention is capable of other embodiments and of
being practiced and carried out in various ways. Also it is to be
understood that the phraseology and terminology employed herein are for
the purpose of description and should not be regarded as limiting.

BRIEF DESCRIPTION OF THE DRAWINGS

[0015]Understanding of the present invention will be facilitated by
consideration of the following detailed description of the embodiments of
the present invention taken in conjunction with the accompanying
drawings, in which like numerals refer to like parts, and wherein:

[0035]The drawings are not to scale, in fact, some aspects have been
emphasized for a better illustration and understanding of the written
description.

DETAILED DESCRIPTION OF THE INVENTION

[0036]The present invention relates to various embodiments of games of
chance and methods of playing such games of chance with a plurality of
collectible game pieces that can be cast onto a playing surface as random
outcome generators, with associated rules. This invention also relates to
various embodiments of an improved random outcome generator for games of
chance using unique and previously unknown three dimensional figurines
that are also collectible game pieces.

[0037]Novel Game

[0038]One embodiment of the present invention is a game played by at least
two players involving strategy and chance. The game starts by pitting
players against one another and each participant in the game commands at
least one character (but can be multiple characters), each represented by
a miniature figurine collectible game piece. Each character is endowed
with certain strengths and weaknesses, all of which enter into the
resolution of a given battle. To add interest to the battle, other
factors such as magic, special abilities, weapons, environment and
terrain are also included in some aspects of the game. Players start by
obtaining a collection of game components including collectible game
pieces (figurines), game mat (or game board) and game cards from a
universe of distinctive game components. Gaming components are obtained
in many manners, including for example, from retail outlets, internet
download sites, trading with other enthusiasts, winning components at
tournaments, and the like. As will be appreciated, these manners are
merely illustrative and do not form an exclusive list of possible manners
to obtain gaming components.

[0039]In the following description, certain specific details are set forth
in order to provide a thorough understanding of various embodiments of
the invention. However, upon reviewing this disclosure one skilled in the
art will understand that the invention may be practiced without many of
these details. Also, not all possible collectible game piece designs,
game card designs and elements, support configurations, poses, stances or
orientations relating to game outcomes are illustrated in the attached
drawings. The drawings are intended only to be examples and are in no way
exhaustive as to the various possible collectible game component designs,
as will be appreciated by those skilled in the art upon review of this
disclosure.

[0040]Although the invention is described above in a standard format
comprised of cards, game mat, and collectible game pieces cast on a flat
playing surface, game components may take other forms and different
media--such as board games, electronic games, video games, computer
games, simulators, and interactive networks. For instance, in one version
of the game, the players interact with each other via a computer network
or internet, with the game components visually displayed on the monitor.
Hence, the game, including the tradable aspects, is not to be limited.

[0041]Game component collectability may be enhanced by providing rarity.
Rarity is the limited distribution of certain game components. Rarity
aspects include, but are not limited to, collectible game pieces, game
genre, character poses, weapons, accessories, colors, special game play
actions or statistics, game mat, and game cards.

[0042]Novel Random Outcome Generator Collectible Game Piece

[0043]There has been a wide array of game components that have been
developed and utilized as random number or random outcome generators in
conjunction with games. The most common of such game components is dice.
Dice are small polyhedron shaped objects, usually cubic. The present
invention employs a similar concept of rolling or casting a random
outcome generator, but replaces the polyhedron shape of conventional dice
with a miniature three dimensional character game piece in the form of a
figurine.

[0044]FIG. 1 is a perspective view of one embodiment of a novel
collectible game piece 2 of the present invention. The game piece
depicted is in the form of a bipedal human character. FIG. 3 is a
perspective view of a quadrupedal game piece. Referring to FIG. 1, each
collectible game piece 2 is a three dimensional figurine with a central
body core and multiple extremities 5,7,9,11 (appendages). Each
collectible game piece 2 figurine body has a center of mass that lies on
a sagittal plane 4 and maintains an approximate balance or equality of
shape, proportion and relative position of parts on opposite sides of a
plane through the collectible game piece figurine 2. Each unique game
piece 2 has multiple stable orientations (as depicted in FIGS. 2A, 2B,
2C, 2D, 2E and 2F for game piece 2 of FIG. 1 or FIGS. 4A, 4B, 4C, 4D, 4E,
4F, and 4G for game piece 50 of FIG. 3) and when cast on a flat playing
surface, it will randomly come to rest in one stable position. In one
embodiment of the invention, the probability of a single specific stable
game piece position can be manipulated by design features or adding
accessories to the collectible game piece character 2.

[0045]Unlike the equal probability of rolling dice, the novel random value
generating collectible game piece 2 has uneven probabilities for each
roll when cast on a playing surface. As will be obvious, any particular
game piece may be provided with equal probability if desired for that
character. The probability outcomes are design specific and are unique to
each type of collectible game piece 2. This feature of uneven probability
fits well with the battle theme, understanding that real life battles
never result in matched opponents and even probabilities when conducted.
Furthermore, this allows players to employ strategies around the
advantages and disadvantages, strengths and weaknesses of each character
game piece 2. Players will have the ability of utilizing strategic card
play along with the game piece 2 roll to overcome unequal probabilities
or short comings of game piece 2 rolls. One embodiment of the game
utilizes identical collectible game pieces 2 in a head to head match,
which would be more suited to a game of pure chance with a goal of
highest score wins.

[0046]Miniature figurines ("miniatures") are used in many games to enhance
the gaming experience and in many cases they are the central game
component for game play. Some miniatures are integrated with a complex
record-keeping system to track game statistics. The collectible game
pieces 2, 50 described herein are three-dimensional character figurines
representative of, but not limited to, an animal (e.g., see FIG. 3), a
human (e.g., see FIG. 1), a humanoid type character, a fictitious
character, a mythical character, a comic book character, a science
fiction character, a martial arts character, a political character, a
historical based character, a machine or robot, any anthropomorphic
character, an entertainment celebrity or sports figure.

[0047]The collectible game pieces 2 are designed with different but
distinctive sizes, stances, extremities, touch points, stable
orientations, and all with the same elasticity designed about a center of
mass. As used in this specification, touch point is the game piece
surface that comes in contacting engagement with the flat surface when
the game piece is cast. As used in this specification, stable orientation
means a position or anatomical orientation upon which a game piece comes
after being cast onto a flat surface. Each collectible game piece has at
least 2 such stable orientations. As used in this specification,
extremities means portions of the anatomy, including accessories affixed
thereto, that extend outwardly from the core of the body, such as, heads,
ears, legs, arms, tails, wings, fins and the like.

[0048]Referring to FIG. 1, a correlation will exist between the center of
mass of the collectible game piece 2 and the length and angle of its
extremities 5,7,9,11 relative to its touch points 16, 20, 22. The
correlation directly affects the stability of the collectible game piece
2 when cast on a flat surface. The more stable a collectible game piece 2
stable orientation, the greater the probability of achieving that stable
orientation when cast on a flat surface. The designs are formed to result
in unpredictable behavior resulting in a probability based outcome when
collectible game pieces 2 are cast upon a flat playing surface. In order
for the three-dimensional collectible game piece 2 figurine to roll, the
size, stance and material are taken into consideration.

[0049]The polyhedron shape is used as a model for designing collectible
game pieces 2 in the form of miniature figurines. A polyhedron is a
geometric shape with flat surfaces. The collectible game piece 2 of the
present invention, on the other hand, is created to resemble a character
figurine. To create a figurine that rolls similar to a geometric shape,
the present invention's designs comprise figurines that have extremities
5,7,9,11 which will be bound by an imaginary polyhedron shape. Polyhedron
shapes are named for their number of faces tetrahedron (4 faces),
pentahedron (5 faces) hexahedron (6 faces) and heptahedron (7 faces). The
collectible game piece 2 is formed with designs that will mimic the
number of faces of a polyhedron having from 2 to 20 faces by using
collectible game piece extremities 5, 7, 9, 11, 3 and/or the sides of the
core body to represent various faces of a geometric shape while
maintaining the structure of a figurine shape.

[0050]This design consideration is accomplished in order to create the
most favorable rolling shape of a figurine collectible game piece.

[0051]FIG. 5 depicts the imaginary polyhedral shape 86 of the quadrupedal
game piece depicted in FIG. 3. In the embodiment depicted, the polyhedron
comprises eight sides, forming intersections 110, 112, 114, 116, 118,
120, 122, 124, 126, 128, 130, 132, 134, 136, 138, 140. Each plane of the
polyhedron is defined by the points along its intersection with the
adjacent planes such that one plane is defined by the intersection points
along 128, 132, 134, 136 and another plane is defined by intersecting
points along 122, 126, 128, 130 and so on with each of the faces of the
imaginary polyhedron. The touch points of the collectible game piece 50
fall within and/or define its respective plane.

[0052]Unlike dice, rolling a three-dimensional character will not result
in even probabilities for each random outcome (except in the case where
it has been designed to do so). The dynamics of rolling an object are
based on many variables, from the mass and elasticity of the material to
velocity of the throw, to angle of throw, internal friction and kinetic
energy. Elasticity equates to the hardness of the material and the
ability of the material to return to its original form following a
collision. As you cast the collectible game piece 2, 50 at a certain
velocity and angle onto a playing surface, the stored kinetic energy,
which is directly proportional to velocity, is released as the internal
molecular bonds return to their original shape. The resulting bounce of
the collectible game piece 2, 50 is a product of the elasticity of the
material, the orientation of the game piece upon impact and the
deflection angle relative to the playing surface. Some of the resulting
energy will be lost to the internal friction of the molecules absorbing
energy.

[0053]When the collectible game piece 2, 50 is cast on a game surface, the
characteristics lie between that of traditional dice and a rubber ball.
The collectible game piece 2, 50 figurine poses are chosen for the
ability to balance in at least 2 poses, thus at least two stable
orientations. By way of illustration, these can include, but are not
limited to, standing, squatting, kneeling, or any balanced action pose
similar to martial arts, any attack, defense or fighting stances, boxing,
yoga or cheerleading stances.

[0054]In one aspect, the probability of a single specific stable
collectible game piece 2, 50 position is manipulated by design features
such as extended appendages that add weight to a particular portion and
increase its probability of landing in a downward position when cast on a
flat surface. The angle of an appendage may also be manipulated to create
a more stable landing surface, or stable orientation, on a particular
portion of the figurine.

[0055]The probability may also be manipulated by adding accessories to the
collectible game piece 2, 50 character. FIG. 6 depicts an embodiment of a
collectible game piece having supplemental weights. These accessories may
be weapons (as more fully described below) or may take the form of clip
on or snap in weights. Referring to FIG. 6, the body of the collectible
game piece 50 may be formed to receive a supplemental weight 142, 146 via
a recess 144, 148 where it may be removably snapped in during game play.
The supplemental weight 142, 146 may take a generic shape such as a
ball-like object, a disk shaped object (as depicted in FIG. 6), a
geometric shaped object, a tubular shaped object and the like. In one
aspect, the supplemental weight is substantially flush with the
peripheral surface of the game piece when snapped in place. In another
aspect, the supplemental weight protrudes from the core of the body of
the collectible 50 game piece character and creates another contact point
with the flat surface.

[0056]Alternatively, a supplemental weight may be removably affixed to the
collectible game piece in a clip on manner such as, for example, as a
belt, piece of jewelry, bag, purse, collar, toy, cellular telephone or
other electronic device, flashlight, torch, backpack, briefcase, crown,
hat, sash, cape, or the like.

[0057]In one aspect, the probability outcome of a collectible game piece
2, 50 is modified by removably affixing a weapon to an appendage (e.g., a
hand or paw) that has been bored out to create a hole for receiving a
weapon (e.g., staff, sword, and the like) in the hand or paw. The game
play value of a collectible game piece 2, 50 roll is modified by a game
mat and/or a plurality of collectible cards and associated rules.

[0058]The collectible game piece 2, 50 is in the form of a three
dimensional figurine formed of one solid piece of injected molded
material. Preferably, the collectible game piece 2, 50 is formed of an
elastomer, specifically a thermoplastic elastomer. Most preferably, the
collectible game piece 2, 50 is formed of a thermoplastic polyolefin
elastomer. The physical property of hardness is preferably measured in
accordance with the International Rubber Hardness Degree (IRHD), and in
particular, ASTM D 1415. Preferably, hardness of the collectible game
piece 2, 50 is from about 20 to about 90 hardness on the IRHD scale, more
preferably from about 30 to about 60 hardness IRHD, and most preferably
from about 35 to about 40 hardness on the IRHD scale.

[0059]The three dimensional collectible game pieces 2, 50 have multiple
support configurations defined by the game pieces' number of contacts or
touch points with a flat surface. Contact with the playing surface
includes any articulation between the playing surface and the collectible
game piece 2, 50 where the game piece lands in a stable position. These
include, but are not limited to, appendages (e.g., legs, arms),
extremities (e.g., tails, ears, horns), accessories (e.g., weapons) or
objects (e.g., wheels). Examples of collectible game piece 2, 50 support
configurations include, but are not limited to, unipod support (one
contact with flat surface), bipod support (two contacts with flat
surface), tripod support (three contacts with flat surface), tetrapod
support (four contacts with flat surface) and pentapod support (five
contacts with flat surface). Preferably, collectible game piece 2, 50
support configurations are generally represented by character figurines
that are of a bipedal form (2 legged stance) or quadrupedal form (4
legged stance).

[0060]In one aspect, a tripod support configuration is a bipedal character
designed with a tail which is in a standing position, resulting in three
contacts with the playing surface. In another aspect, a unipod support
configuration is a bipedal game piece character in a standing position,
but due to the game piece design, the character's two legs are fused
together creating a single base rather than two legs and thus resulting
in unipod support configuration of the game piece.

[0061]As will be readily appreciated, the positional orientation of
extremities and size of the figurine collectible game piece 2, 50 are
taken into consideration in order to have a game piece 2, 50 successfully
roll end over end on a flat surface. This is accomplished by creating a
collectible game piece 2, 50 with a low center of mass and designing
extremities that maintain a close proximity to the central core of the
game piece 2, 50. The rotation or roll of the game piece 2, 50 is
increased as the extremities are designed closer to the central body.
Thus, the the collectible game piece comprises an omnidirectional
rollable random outcome generator that approximates a sphere having a
geometry such that a substantial number of outer points lie on a surface
of the sphere. Creating a stable orientation, a stable unique static
orientation, requires at least 3 points on a flat surface or the same
plane. Keeping the outer points (from the center of mass of the figurine)
along an imaginary sphere, the rollable aspects of the game piece are
facilitated. A toy soldier shaped figurine is not particularly rollable
end over end as a standard die is, due to the irregular outer points
lying essentially in a linear fashion rather than a sphere shape. The
spherical shape of the outer points creates an omnidirectional or
omnirollable game piece that has the rollability of a standard die.

[0062]By way of further illustration, the three-dimensional bipedal (e.g.,
see FIG. 1) and quadrupedal (e.g., see FIG. 3) figurine's stable
positions on a flat surface 12 include, but are not limited to, a left
side orientation, a right side orientation, back orientation, upright
standing orientation (two appendages or extremities specific to bipedal
figurine), standing orientation (four appendages or extremities specific
to quadrupedal figurine), balancing on two arms and two feet (similar to
a push-up position and specific to a bipedal figurine), balancing on arms
and head (specific to bipedal figurine), balancing on front legs and head
(specific to quadrupedal figurine), balancing on back legs (specific to
quadrupedal figurine), and the like.

[0063]FIG. 2A depicts one stable orientation 10, an upright standing
orientation, wherein the foot extremities 9, 11 of the game piece 2 have
touch points 16 with the flat surface 12. FIG. 2B depicts another stable
orientation 18, back orientation, wherein the foot extremities 9, 11 of
the game piece 2 have touch points 20 and the hat 3 on the character's
head has contact point 22 with the flat surface. FIG. 2c depicts one
stable orientation 24, balancing on two arms and two feet, wherein the
foot extremities 9, 11 game piece 2 have touch points 34 with the flat
surface 12. The arm extremities 5, 7 (specifically the guns in the
character's hands) have touch points 32 with the flat surface 12. FIG. 2D
depicts one stable orientation 26, balancing on arms and head, wherein
the hat 3 has touch point 36 with the flat surface 12. The arm
extremities 5, 7 (specifically the guns in the character's hands) have
touch points 38 with the flat surface 12. FIG. 2E depicts one stable
orientation 28 wherein the hat 3 has touch point 40 with the flat surface
12. FIG. 2F depicts one stable orientation 30, a left side orientation,
wherein the hat 3 has touch point 44 with the flat surface 12. The arm
extremities 5, 7 have touch points 42 with the flat surface 12.

[0064]FIG. 3 depicts a quadrupedal game piece 50 in the form or character
of an elephant. The elephant has a trunk 66, a right front leg 61, a left
front leg 64, a right rear leg 60, a left rear leg 58, a right ear 62, a
head 55 and a left ear 68 as appendages and creating various touch
points. The backside 67 also forms a touch point with a flat surface 12.

[0065]FIG. 4A depicts one stable orientation 70, a standing orientation,
wherein the foot extremities 61, 64, 60, 58 of the game piece 50 have
touch points 84, 86 (other touch points not visible in this view) with
the flat surface 12. FIG. 4B depicts another stable orientation 72
wherein the trunk 66 extremity of the game piece 50 has touch point 88
with the flat surface 12. FIG. 4C depicts one stable orientation 74,
balancing on front legs and head, wherein two of the foot extremities 61,
64 of the game piece 50 have touch points 92 with the flat surface 12.
The trunk extremity 66 has touch point 90 with the flat surface 12. FIG.
4D depicts one stable orientation 76, back orientation, wherein the head
55 has touch point 94 with the flat surface 12. FIG. 4E depicts one
stable orientation 78 wherein the backside 67 has touch point 96 with the
flat surface 12. FIG. 4f depicts one stable orientation 80 wherein the
side of the body has touch point 98 and the ear 68 has touch point 100
with the flat surface 12. FIG. 4G depicts one stable orientation 82
wherein the side of the body has touch point 104 and the ear 62 has touch
point 102 with the flat surface 12. FIG. 4H depicts one stable
orientation 84 wherein the head 55 has touch point 106 and the ear 62 has
touch point 108 with the flat surface 12.

[0066]For each collectible game piece 2 character of a bipedal form and
posed in different orientations on a flat surface, the height of the
bipedal figurine is from about 5 to about 35 mm, and more preferably from
about 10 to about 30 mm, and most preferably from about 15 to about 25 mm
as measured from the top to the bottom of the figurine along the sagittal
plane. The width of the bipedal figurine is preferably from about 5 mm to
about 20 mm, and more preferably from about 7 to about 17 mm, and most
preferably from about 8 to about 15 mm width as measured along the
transverse plane (from left to right side). The relationship between
height and width can be approximately represented by a ratio of 5:3
height to width. The depth of the game piece figurine is preferably from
about 3 mm to about 30 mm as measured from front to back, and more
preferably from about 4 mm to about 24 mm, and most preferably from about
5 mm to about 20 mm.

[0067]Referring to FIG. 3, for each collectible game piece 50 character of
quadrupedal form and posed in different orientations on a flat surface
12, the length of the quadrupedal collectible game piece 50 figurine is
preferably from about 5 mm to about 35 mm, more preferably from about 10
mm to about 30 mm, and most preferably from about 15 mm to about 25 mm as
measured along the Anterior-Posterior axis (AP Axis) 52 according to
standard vertebrate directional terminology. FIG. 3 also shows
Distal-Proximal Axis 56. The height of the quadrupedal collectible game
piece 50 character is preferably from about 5 mm to about 35 mm, more
preferably from about 10 mm to about 30 mm, and most preferably from
about 15 mm to about 25 mm as measured along the Dorsal-Ventral axis (DV
Axis) 54. The relationship between length and height can be approximately
represented by a ratio of 5:3 length to height. The width of the
quadrupedal game piece 50 character as measured from the left side to the
right side over a Left-Right axis (LR Axis) to the outermost points on
the collectible game piece 50 is preferably from about 3 mm to about 30
mm, more preferably from about 4 mm to about 25 mm, and most preferably
from about 5 mm to about 20 mm over the Left-Right axis. The Left-Right
Axis is also referred to as the dextro-sinistral (or, more uncommonly,
the sinistro-dextral) axis, and the "left" and "right" sides are the
sides of the organism/animal/game piece character, and not those of the
observer.

[0068]Weapons and Other Game Piece Accessories

[0069]One embodiment of game play includes the incorporation of game piece
accessories such as weapons. In one aspect, a series of game piece
figures have appendages (e.g., hands and paws) which are bored out to
create a hole for inserting a weapon. The hole will enable the game piece
figurine to hold a weapon (e.g., staff, sword, and the like) in the hand
or paw. As will be appreciated, the appendages may also be adapted to
receive a game piece accessory in other manners such as snap on,
mechanical fastener, press-fit, mating magnetic components and the like.
These weapons are also provided with an additional trading card profile
that provides an additional point structure for positions and related
damage points and/or blocking counter points. Weapons are generally
classified as offensive or defensive.

[0070]The combination of the game piece accessory and the appendage will
cause a shift in the center of gravity of the game piece, altering the
probability of outcomes when the game piece is cast on a playing surface.
Specifically, the probability of the game piece landing in one certain
stable orientation will be increased.

[0071]Positionable Appendages and Variable Random Outcome Generators

[0072]In one embodiment, at least one of the appendages is selectively
positionable into at least two discrete positions (e.g., a first position
and a second position). The appendage may be positioned such that the
center of mass of the random outcome generator game piece is changed
causing the probability of the game piece landing in one stable
orientation to increase when the game piece is cast onto the playing
surface. For example, the arm appendage of a human game piece may be
positioned along the side with the hands toward the ground, positioned to
be straight out in front such that they are horizontal with respect to
the ground, or positioned with the hands over the head and toward the
sky. Each of these positions affects the probability of the outcome when
the game piece is cast, thereby creating a variable random outcome
generator.

[0073]The novel game herein also incorporates a more complex random
outcome generator system such that there are multiple levels of outcome
for each player turn. The system combines the game piece component and a
reference source component. The game piece component may be a standard
die, but is preferably a collectible game piece according to the present
invention. The reference source component has data concerning the
plurality of stable positions and game play values. The reference source
component may be a set of game rules, a reference card, a game (trading)
card, a website, and the like. The reference source component is randomly
selected such as when the player blindly draws a game card. The reference
source component operates in conjunction with the game piece component
according to a set of game rules to generate a random outcome game value
for the player turn. The outcome is thus dependent upon several sources
of chance while still providing an opportunity for strategic play as
well.

[0074]The game piece of the present invention is a rollable game piece
with a random outcome generator function, distinguishable from game piece
components that merely mark location on a game board such as the player
pieces in traditional board games such as MONOPOLY® or SORRY®.
They have a visual aspect that is generally figurine-shaped and generally
constructed with 1-10 stable unique static orientations when the game
piece comes to rest after it has been cast by a player. The design of
these unique static orientations provides a rolling probability
associated with each of the stable unique static orientations that is
determined by a geometry and a center of gravity of the rollable game
piece. When designing the rollable game pieces, the geometry and the
center of gravity are selected such that a predetermined probability is
associated with each of the stable unique static orientations
corresponding to a posture of the figure. This enhances the roll playing
component of the game. For illustration of this feature, the following
example is provided: A soldier game piece that is rolled such that it
"lands on its feet," carries an aura of visual accomplishment, versus one
that lands on its face or its sword. Thus roll values or game values are
assigned and awarded accordingly. A posture of the figurine that reflects
a strong battle position offensively or defensively will have a higher
game value than a position that reflects a weak battle position (weapons
are blocked, vision is blocked, in an awkward physical position for
engaging in battle, and the like).

[0075]This differs substantially from the game PASS THE PIGS® where
the roll value or game value is not determined by such figurine postures,
but by pure random probability orientation. And as previously set forth,
the game values are not determined solely on the roll or casting of the
game pieces, but are potentially modified by card playing, game rules,
location on a game mat where the game pieces come to rest after being
cast, positionable appendages, and the addition of game piece
accessories. These game piece accessories may take the form of unique
static state blocking game piece accessories. The rollable game piece is
adapted to receive one or more unique static state blocking game piece
accessories such that when a unique static state blocking game piece
accessory is removably affixed to the rollable game piece, at least one
roll possibility is physically blocked, thus making a probability outcome
of the random outcome generator game piece variable. This complexity in
the random outcome generation is not previously known for game pieces of
this nature.

[0076]There is also a collectability feature of the game pieces as
collectible character figurines. Each game piece character has a unique
three dimensional shape, a unique stance, a plurality of unique
extremities, a plurality of unique touch points, and a plurality of
unique stable orientations. Additionally, each game piece character
further has a rarity index created by a combination of the set of game
rules and distribution of a predetermined number of the game piece
characters thus creating the "collectability" feature of the collectible
game pieces.

[0077]Playing Cards

[0078]A plurality of game cards, preferably trading cards, are utilized to
enhance the game of strategy and chance by combining a game piece roll
playing (e.g., a novel random outcome generator) and card playing game
wherein said playing cards include indicia representing game piece
position poses for multiple simulated attack and defense moves by each
game piece figurine, wherein results of the battle depend on the
combination of the game piece roll, rules described on the trading cards
and/or the position on the game mat and the strategy of integrating the
two.

[0079]One embodiment of the game includes a plurality of collectible
playing cards, wherein said playing cards include a plurality of
information, rules and event information corresponding to game pieces,
game mat and game play. In one embodiment of the game invention, each
game piece will be accompanied by a trading card with an illustrated
rendition of the game piece character. Included on the character profile
trading card will be the details and values of a game piece figurine's
characteristics.

[0080]FIG. 7 is an exemplary schematic of a game trading card. The game
card contains various sections containing insignia in the form of
symbols, letters, numbers or pictures that contain data for playing the
game according to the game rules. The data is used in combination with
the game pieces in a random outcome generating system, and allows a
player to use strategy to affect the outcome of a turn. In the card
depicted, there are sections containing a title and subtitle of the card
150 identifying the card type or character and victory points 152 that
may be earned. To enhance the role playing aspect of the game world,
there is provided character information 154 such as martial art, species,
terrain, birth place and group affiliation. An illustration 156 and hit
points and defenses 158 are set forth for game play, as well as rules and
"flavor" information. As will be appreciated, the game cards may take
many forms and designs and the exemplary embodiment is not to be
limiting.

[0081]The game invention will include a plurality of trading card types.
The card types listed below may or may not utilize the generic name as
listed below. This list is merely illustrative and not exhaustive of the
possible card types. [0082]1. Character cards: these cards represent
the characters in the game. [0083]2. Equipment cards: these cards
typically add abilities or strengthen a game character. [0084]3. Location
cards: set the stage for character play and may be advantageous or
disadvantageous for a particular character. [0085]4. Interrupt cards:
These cards alter the course of game play via game play order or
additional resources and thus used to change game strategy. These types
of cards usually come into play for a brief period of time and then
expire. This is also referred to as an event card. [0086]5. Effects
cards: These cards alter the course of game play in larger ways and
typically last over multiple turns. Generally, these cards act like
interrupt cards but build a support base for key game strategies.
[0087]6. Reward cards: These cards represent the trophy or treasure
objectives within a game. They are typically represented by artifacts
and/or relics. [0088]7. Action cards: These are game play action and are
typically represented by power cards and/or special ability cards.
[0089]8. Grid cards: These cards typically mimic a grid matrix associated
with the game mat grid. Each individual grid contains, for example, a
game action that can alter game play. [0090]9. Attack cards: Each of
these cards has written on it a dice total (the amount and type of dice
rolled to use this card) and a combat style (which may be "none").
[0091]10. Trainings cards: Each of these cards has written on it a dice
total (the amount and type of dice spent to use this card). These cards
are played on a character, either enemy or friendly, and remain in play
on that character modifying it until that character is removed from play.
When this happens, place all training cards on it into the discard pile
of their owner. [0092]11. Utilities cards: Each of these cards has
written on it a dice total (the amount and type of dice rolled to use
this card). These represent non-attack actions, and usually have no
combat style associated with them. [0093]12. Reaction cards: Each of
these cards has written on it a dice total (the amount and type of dice
rolled to use this card) and a combat style (which may be "none"). They
are played in reaction to actions.

[0094]Each of the card types will include additional information which
includes one or more of the following: additional rules, character name,
character abilities, card type, play requirements, flavor text, unique
serial number, rarity symbol/code, martial art/fighting discipline/s,
fighter category specialty (e.g., striker, grappler, and the like),
character bio, artistic rendering, indicia depicting game piece landing
positions with associated points or advantages, probability statistics,
play actions including attack and defense, weapons, powers, and the like.

[0095]Game Mat

[0096]One embodiment of the game includes a playing surface designed for
the game. A game mat is preferably fabricated from any suitably smooth
and rigid material, such as heavy gauge paper, cardboard or a cloth that
allows surface printing. A second embodiment of the game mat can include
cutouts formed within a heavy cardstock, or other substantially rigid
planar material and the cutout pieces are arranged together in a puzzle
form to create a compact game mat. It may also be sturdy like a
conventional game board. In yet another embodiment of the present
invention, the playing surface is a graphical representation of a
designed playing surface displayed on a computer screen, monitor, game
console, PDA, television, cellular telephone or other digital medium.

[0097]In other embodiments, a playing surface has indicia value markings
that are usable to asses outcomes of the roll. In one aspect, the game
mat is designed with artistic renditions of terrain (rocks, hedges,
moats, rivers, hills, lakes, and the like) depicting a battle field,
arena, landscapes, ancient archaeological or historical sites, and
combinations thereof. In other embodiments, a playing surface will have a
grid matrix for example a (nine by nine) or (ten by ten) but not limited
to that. A grid matrix is basically a series of intersecting vertical and
horizontal axes. The grid will be divided into any number of squares as a
result of the intersections.

[0098]Novel Method of Game Play

[0099]Various embodiments of the present game invention comprise game
components (collectible game pieces 2, 50) that can be cast onto a
playing surface and methods of play suitable for one or more players. In
some embodiments, the object of the game is to acquire the highest number
of points. The players may compete against one another to establish or
maintain the highest score at the end of a set of game turns. Each of the
players may play with one or more collectible game pieces 2, 50, selected
by each player from a collection of collectible game pieces 2, 50. Each
player may have her or his own collection of collectible game pieces 2,
50 acquired by purchase, competition or trading of the collectible game
pieces 2, 50.

[0100]Different rule sets can be provided. In some preferred embodiments,
a single rule set is used for any given tournament or game. In one
embodiment of the present invention, a game with collectible game
components (e.g., collectible game piece 2, 50 figurines, cards and game
mat) are provided. In one aspect, the present game invention will be
played in the context of imaginary battles or fights between characters
in an imaginary world. In one embodiment, players can represent a
character in the game.

[0101]In one method of play, each player takes his/her turn throwing, or
casting, the collectible game pieces 2, 50 in his casting hand in a
manner similar to rolling dice. Due to their design, each collectible
game piece 2, 50 will come to rest in one of multiple (from 2 to 20)
stable orientations depending on which collectible game piece 2, 50 is
utilized in game play. The game play values correspond to the stable
position of a collectible game piece 2, 50 on a playing surface. The game
play information of the stable collectible game piece 2, 50 positions is
expressed by numbers, letters, symbols, pictures or game rules. The
positions of the collectible game pieces 2, 50 on a playing surface can
be cross-referenced to a rule set, reference card, trading card or
website, associated with the game, where the aforementioned sources
provide the information related to the plurality of stable positions of a
plurality of multiple game pieces 2, 50 which are cast onto a playing
surface.

[0102]During game play, players may take turns casting collectible game
pieces 2, 50 onto a playing surface. The playing surface can be a game
mat, tabletop or other planer surface, including playing surfaces
designed for use with the present invention. "Casting" the collectible
game pieces 2, 50 means throwing, tossing, rolling, dropping or bouncing
the collectible game pieces 2, 50 onto the playing surface. After each
player's turn, players can determine the value of each roll. In some
embodiments of the present invention, the stable collectible game piece
2, 50 orientation or "pose", the physical location of the game piece 2,
50 on the game mat and card interaction can affect the value of the turn.
In some embodiments, collectible game piece 2, 50 characters can be
associated with special abilities. These special abilities can be an
advantage or disadvantage depending on strategic card play, collectible
game piece 2, 50 stable positions or physical location of landing on game
mat.

[0103]An interaction (such as an effect of one collectible game piece 2,
50 on a specific location on the game mat) can be a function of game play
strategy and ultimate value for the player's turn. Game pieces 2, 50 can
have outcomes that signify point values, defense values, attack values or
special outcomes determined by the card play directions. One or more of
the collectible game piece 2, 50 positions can be cross-referenced to a
rule set, rule booklet, or website associated with the game. The rule set
provides indicia related to a plurality of outcomes associated with
collectible game pieces 2, 50. Unique indicia can be provided for
different collectible game pieces 2, 50 so that various game pieces 2, 50
can interact differently. By integrating the collectible game piece 2, 50
with trading cards and a game mat, multiple levels of turn outcomes can
be achieved. The roll of the collectible game piece 2, 50 in combination
with the location on the game mat will result in multiple actions each
playing card can act on.

[0104]This is only one example of game play, and various other game
mechanics may be employed, although, in alternative embodiments, rule
modifications may be made. However, one skilled in the art will
understand that the invention may be practiced without these details. In
other instances, rules, mechanics, structures and functions are not shown
or described in detail to avoid unnecessarily obscuring the description
of the embodiments of the invention.

[0105]The invention will now be described with respect to one embodiment.
The following description provides details for a general understanding of
the present game invention. The players execute the following steps (turn
sequence in overview):

[0106]In this game invention embodiment, there can be numerous ways to
win. Players can win by inflicting total damage on the opponent or
depleting the opponent's deck of cards. This is accomplished by rolling
the collectible game piece 2, 50 and utilizing card play mechanics.

[0107]Preparing for game, each player will need a deck of 40 cards, such
as, for example, a DICEOID® branded collectible game piece 2, 50 of
the present invention and game mat. A flat playing surface is also
required.

[0108]To start a game, first, each player will shuffle their deck of
cards. Second, players will take required number of cards to start the
game. Next, players will choose their collectible game piece 2, 50 and
game mat. The collectible game piece 2, 50 and game mat can be selected
from a player's collection of collectible game pieces 2, 50 and game
mats. Players will now determine turn order. The person who is chosen to
go first will choose the game mat to be used.

[0109]How a turn works: A turn is typically made up of four steps. Both
players will act in every turn. The active player goes first in every
step. The opposing player/s follow/s the active player's actions.

[0110]First step is the draw round. The active player draws the required
number of cards from the top of their deck. The opposing player will also
draw the required number of cards from the top of their deck.

[0111]The second step in game play is the ready round. The active player
may now place required number of cards onto the table from their hand. At
the stage of the ready round various cards and combination of cards will
be brought into play and placed face-up on the table top. Examples of
cards to play but not limited to these cards include character cards,
event cards, location cards, equipment cards, effect cards, interrupt
cards, action cards, reward cards, grid cards and the like. Some cards
may affect one or all players in the game. In some embodiments of the
game rules, cards in the game will have a card cost to bring them into
play. Card cost is the number of cards you must discard from your deck to
play the card. When the active player has completed card placement, the
opposing player may now play his or her cards. When all players have
completed card placement, the step is complete.

[0112]The third step is the action (battle) or challenge round. Each
player casts a collectible game piece 2, 50 either in specified order or
simultaneously determined by the rule set. Players alternate action
phases with the active player going first. In one embodiment of the
rules, each player may perform one of the following actions at a time in
an action round: play one of the following cards including an action
card, character card, equipment card, effect card, interrupt card,
location card or rewards card in play; or pass. The card play will
simulate various scenarios, such as, for example, attacking your opponent
or setting up for a game change. A player can only play or use a card if
it is his turn to act, unless the card changes the timing of play. To
play certain cards from a player's hand, the player will be required to
pay the card cost of the card, play the card from his hand resolve its
effects and discard it. Some card effects last after the card is played.
These card effects end when the Action Step ends.

[0113]The final step for the turn may be to pass. A player will pass when
he or she cannot perform an action. When both players pass
one-after-another, the step ends. The final phase of the turn will be the
resolution round, after all game pieces have been cast and cards have
been played, the results for the round are determined which can include
points or specific objectives. If victory conditions have not been
accomplished, the game will continue, but the player who achieves the
specified objective according to game rules is the victorious player in
some embodiments. Objectives can include the highest score value or the
player with cards left in his or her hand or the depletion of a
predetermined amount of "life points". If victory objectives are not
accomplished, the active player will perform a resolution step by
discarding cards and/or drawing new cards to replenish his cards in
his/her hand. The opposing player will now perform the same actions as
above.

[0114]Upon completion of al players performing the above steps a new round
will begin.

[0115]An exemplary game method and rule set is set forth below:

[0116]Goal

[0117]The goal is to be the first player to earn 10 victory points.
Victory points are earned by engaging in combat with an opponent or
completing important missions. All character and location cards have a
victory point total written on them, and when that character is defeated,
the opponent adds that number of victory points to his total.

[0118]Setup

[0119]Each player starts with two decks of game trading cards: a character
deck with a minimum of 20 characters and a main deck with a minimum of 40
cards. Each player starts with 6 collectible game pieces in play such
that there 3 each of two different traits.

[0120]Each player shuffles his decks and flips up 3 character cards onto
the flat playing surface, preferably a game mat. Duplicates are discarded
into a character discard pile. No "comes into play" effects are triggered
during set-up. 3 is the maximum amount of characters a player can have in
play. While this number may sometimes temporarily go down, it never goes
up.

[0121]Each player then draws 5 cards from his main deck.

[0122]Turn Phases

[0123]Beginning

[0124]At the beginning of each turn, the active player returns all his
collectible game pieces to the active game piece pool. This game piece
pool will comprise the 6 initial game pieces, altered by any game pieces
added or subtracted by cards currently in play.

[0125]The active player now addresses any ongoing effects generated by
cards in play (for example, ongoing damage or healing to characters).

[0126]Draw

[0127]The active player then draws one card from the main deck and places
it onto the flat playing surface. The active player then flips one
reinforcement card from the character deck and places it onto the flat
playing surface and uses any "come into play" effects written on the
card, taking into account reinforcement/rescue rules.

[0128]Main Phase

[0129]Locations

[0130]Each turn the active player may play 1 location card from his hand
by placing it onto the flat playing surface. This triggers any "come into
play" effects. There is a maximum of 3 locations allowed in play at any
one time. If the active player chooses, he may "overwrite" a location
already in play with a new one by placing it onto the flat playing
surface, however the opponent scores victory points for this just as if
it had been defeated by him.

[0131]Playing Cards

[0132]Non-location, non-character cards detail (at the top thereof) the
number of game pieces rolled (or spent) when the card is played. The
active player must have that number of game pieces in his active pool,
and rolling them moves the game pieces to the player's inactive pool. The
cards dictate what happens based on the dice rolled. Most cards require a
specific type of game piece, based on the characteristic required to
perform that action (speed, strength, etc.) The card will usually also
indicate extra non-specified game pieces that must be rolled, but those
game pieces can be from any characteristic.

[0133]While most cards require the game pieces used are rolled, some have
the game pieces merely "spent" and moved without rolling from the active
to inactive pool.

[0134]Actions

[0135]The active player may take one action for each character he has in
play. The active player simply selects the action card to be used,
selects the character engaging in the action, rolls the number of game
pieces indicated (this moves them from the active to inactive pool), and
sees the result. For attacks, the active player usually must also choose
a target, which can be any enemy character or location in play. Each turn
the active player uses up game pieces, cards, and character actions until
the end of his turn. Any unused game pieces are saved to be used for
reactions during an opponent's turn.

[0136]Attacks and Defense: Most attacks come from action cards. These
cards will specify the amount of damage done based on the number of game
pieces rolled. The target's defense will be subtracted from this total,
which will then be subtracted from the target's hit point total. Defense
represents many aspects of a character-armor, toughness, training,
reflexes, etc. Counters are used to indicate damage. When a character or
location gets to 0 hit points, it is removed from play to the appropriate
discard pile and the opponent scores its victory points.

[0137]Group Assault (Basic Attack)

[0138]Once per turn, the active player may invoke a "basic attack" action
if he has at least one unused character left and one game piece left.
This attack involves choosing the target character or location, the
`point` character who makes the attack (and who uses his turn to do so),
and choosing the number of game pieces for the attack. The game pieces
are then rolled (which moves them from active to inactive) and the total
damage is 2 points for each critical success, 0 points for each critical
failure, and 1 point for other positions. The target's defense number is
subtracted from the damage total, which is then applied to the target's
hit points.

[0139]Reactions

[0140]Each time an opponent takes an action, the non-active player may
make 1 reaction. Reactions are a special type of card that can only be
used in this way. A player must have the game pieces to play the card,
but need not have any character with unused actions. The reacting player
declares which of his characters is executing the reaction to the current
action.

[0141]Reinforcements/Rescues

[0142]At the beginning of each turn, the active player flips face-up cards
from his character deck to refill any open slots that may have been
emptied during the other player's turn. Once the slots are filled, no
more cards are flipped. If a card is flipped that is the same name as a
card already in play, that character is rejuvenated and the flipped card
goes to the character discard pile. Rejuvenation heals up to 5 points of
damage to the character, any "come into play" effect on the character is
triggered, any enemy trainings are removed, and no victory points are
scored by the enemy. After rejuvenating, the active player may keep
flipping up new character cards until he has 3 in play (i.e. all empty
slots are filled).

[0143]If the active player started with 3 characters in play (i.e. no
empty slots), 1 card is flipped. If that card is the same name as a
character already in play, it is rejuvenated (see rules above). If it is
not the same as any characters already in play, the active player has 3
options:

[0144]1) The active player can play the card over a character of lesser
victory point value ("Rescuing" it). This removes the lesser character to
the discard pile and the enemy scores no points. The active player still
uses any `come into play` effects on the new character.

[0145]2) The active player can play the card over a character of equal or
greater victory point value, which is then removed to the character
discard pile. If this happens, the enemy does score the victory points
for the removed character, but the active player still gets to play any
`come into play` effects on the new character.

[0146]3) The active player can simply put the newly flipped character into
the character discard pile. This triggers nothing and no victory points
are awarded.

[0147]If at any time the character deck runs out of characters, the
character discard pile is simply reshuffled and becomes the new character
deck.

[0148]The above detailed descriptions of embodiments of the invention are
not intended to be exhaustive or to limit the invention to the precise
form disclosed above. While specific embodiments of, and examples for,
the invention are described above for illustrative purposes, various
equivalent modifications are possible within the scope of the invention,
as those skilled in the relevant art will recognize. For example, while
the game is described above with one example of game play and components,
various other options are possible. Details of the game may vary
considerably in its implementation details, while still be encompassed by
the invention disclosed herein. As noted above, particular terminology
used when describing certain features or aspects of the invention should
not be taken to imply that the terminology is being re-defined herein to
be restricted to any specific characteristics, features or aspects of the
invention with which that terminology is associated. In general, the
terms used in the following claims should not be construed to limit the
invention to the specific embodiments disclosed in the specification,
unless the above Detailed Description section explicitly defines such
terms. Accordingly, the actual scope of the invention encompasses not
only the disclosed embodiments, but also all equivalent ways of
practicing or implementing the invention under the claims.

[0149]Thus, a novel method of game playing comprises the steps of:

[0150]Step 1 of obtaining a random outcome generator collectible game
piece 2, 50 for each player, a plurality of cards for each player, and a
flat playing surface;

[0151]Step 2 of designating an active player and at least one opposing
player;

[0152]Step 3 of performing a draw round wherein the active player draws a
predetermined number of cards from the top of his deck and places the
cards in his hand and the at least one opposing player draws a
predetermined number of cards from the top of his deck and places the
cards in his hand;

[0153]Step 4 of performing a ready round wherein the active player selects
a predetermined number of cards from his hand and places the cards onto
the flat playing surface and the at least one opposing player selects a
predetermined number of cards from his hand and places the cards onto the
flat playing surface;

[0154]Step 5 of performing a challenge round wherein the active player and
the at least one opposing player casts a collectible game piece 2, 50
onto the flat playing surface and play select cards of choice;

[0155]Step 6 of performing a resolution round wherein the active player
and the at least one opposing player will determine the results;

[0156]Step 7 of determining whether a victory condition has been satisfied
and if yes, then the game is ended, and if not play continues to the next
step;

[0157]Step 8 (Where a victory condition has not been satisfied) of
performing a player status change wherein one of the at least one
opposing player becomes the active player; and

[0158]Step 9 of repeating steps 3-7 until a player has achieved victory
conditions.

[0159]In a preferred embodiment, the flat playing surface comprises one or
more game mats.

[0160]In a preferred embodiment, the plurality of cards comprises at least
40 cards per player.